Conference Paper

FLoD: A Framework for Peer-to-Peer 3D Streaming.

Dept. of Comput. Sci. & Inf. Eng., Nat. Central Univ., Jhongli
DOI: 10.1109/INFOCOM.2008.195 Conference: INFOCOM 2008. 27th IEEE International Conference on Computer Communications, Joint Conference of the IEEE Computer and Communications Societies, 13-18 April 2008, Phoenix, AZ, USA
Source: DBLP

ABSTRACT Interactive 3D content on Internet has yet become popular due to its typically large volume and the limited network bandwidth. Progressive content transmission, or 3D streaming, thus is necessary to enable real-time content interactions. How- ever, the heavy data and processing requirements of 3D streaming challenge the scalability of client-server delivery methods. We propose the use of peer-to-peer (P2P) networks for 3D streaming, and argue that due to the non-linear access patterns of 3D content, P2P 3D streaming is a new class of applications apart from existing media streaming and requires new investigations. We also present FLoD, the first P2P 3D streaming framework that allows clients of 3D virtual globe or virtual environment (VE) applications to obtain relevant data from other clients while minimizing server resource usage. To demonstrate how FLoD applies to real-world scenarios, we build a prototype system that adapts JPEG 2000-based 3D mesh streaming for P2P delivery. Experiments show that server-side bandwidth usage can thus be reduced, while simulations indicate that P2P 3D streaming is fundamentally more scalable than client-server approaches.

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    • "It pays attention to the problems of consistency of these 3D objects: data consistency problems and update propagation problems. However, in our case we have to send huge static terrain databases, so the problems that we have to solve are different than those shown in [15] [16] or [17], and the storage requirements are different too. One of the most important problems to be solved in P2P communication models is which other nodes must be classified as ''neighbors'' for each node, in order to require from them the information needed. "
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    ABSTRACT: Over the last few years, there has been a lot of development of interactive terrain visualization applications using remote databases. One of the main problems that these applications must face is scalability. These applications usually use a client–server model that cannot support a large number of concurrent requests without using a considerable number of servers. In this paper, we present a full comparative study of new hybrid P2P schemes for terrain interactive visualization systems. The performance evaluation results show that the best strategy consists of avoiding the periodical reporting among peer nodes about the current information contained in each node, while using some servers as cache memories specialized by regions of the virtual world. The system throughput achieved with this strategy can be more than three times higher than the hybrid P2P schemes proposed in the literature, significantly improving the scalability of these systems.
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    • "Varvello et al. [7] design and evaluate a P2P communication infrastructure to distribute the management of the virtual world in Second Life, based on the structured P2P network Kad. Hu et al. [26] propose FLoD, in which the 3D contents in the virtual environment are delivered as media streams by peers. "
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    • "In distributed network, frequently joining in or quitting of nodes will cause a large number of networks Churn, which on the overall robustness of the distributed network architecture puts forward higher requirements. Hu SY, TH Huang, SC Chang, et al. have developed a set of P2P model Flod [6] based on the Voronoi diagram theory of the space partition. The model has solved the problem of user neighbors distributed storage. "
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